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2021-06-08Cleanup: replace typedef structs with structs.Jeroen Bakker
2021-06-08Cleanup: Separate compile unit edituv.Jeroen Bakker
2021-06-08Cleanup: Separate compile unit lines_adjacency.Jeroen Bakker
2021-06-08Cleanup: Separate compile unit lines_paint_mask.Jeroen Bakker
2021-06-08Cleanup: Separate fdots extraction in own compile unit.Jeroen Bakker
2021-06-07Cleanup: Move extract lines to compile unit.Jeroen Bakker
2021-06-07Cleanup: Move extract tris in own compile unit.Jeroen Bakker
2021-06-07Cleanup: compiler warnings signed/unsigned mismatchCampbell Barton
2021-06-07Cleanup: silence warningsGermano Cavalcante
2021-06-07Fix: do not use threading for 'extract_points'Germano Cavalcante
`extract_points` doesn't support multithreading yet.
2021-06-07Cleanup: remove redundant cast, use const castsCampbell Barton
2021-06-07Cleanup: renamed function to `extract_run_single_threaded`.Jeroen Bakker
2021-06-07Cleanup: Added Guarderalloc deallocators to CPP structs.Jeroen Bakker
2021-06-07Added TODO comment for putting parameters into struct.Jeroen Bakker
2021-06-07Cleanup: move extract points into own compile unit.Jeroen Bakker
2021-06-05Fix T88859: Assert when changing view modesGermano Cavalcante
The `loose_lines`' ibo was not being initialized.
2021-06-05Fix assert in gpencil_batches_ensureCampbell Barton
2021-06-03Draw Mesh Extractor: Fix used thread countGermano Cavalcante
Some threads were always idle because of this.
2021-06-02Cleanup: Remove unused 'ExtractTaskData's membersGermano Cavalcante
2021-06-02Cleanup: Clang formatHans Goudey
2021-06-02Cleanup: trailing commas to avoid right shiftCampbell Barton
This matches most declarations already in this file.
2021-06-02Cleanup: spelling in commentsCampbell Barton
2021-06-01Cleanup: remove unused parameter.Jeroen Bakker
2021-06-01Cleanup: remove unused parameter.Jeroen Bakker
2021-06-01Cleanup: NULL->nullptr.Jeroen Bakker
2021-06-01Cleanup: API for MeshExtractRunTimeData.Jeroen Bakker
2021-06-01DrawManager: Use CPP for Mesh Extraction Scheduling.Jeroen Bakker
More cleanups will come to make this more CPP-like.
2021-06-01Cleanup: Split draw_cache_extract_mesh into multiple files.Jeroen Bakker
draw_cache_extract_mesh for task scheduling. Will be refactored to draw_cache_extract_mesh_scheduling later on after migrating to CPP. draw_cache_extract_mesh_render_data extraction of mesh render data from edit mesh/mesh into a more generic structure. draw_cache_extract_mesh_extractors containing all the extractors. This will be split up further into a single file per extractor.
2021-06-01Cleanup: spelling in commentsCampbell Barton
2021-05-31Fix undeclared identifiers with 'DEBUG_TIME'Germano Cavalcante
These identifiers were accidentally removed in rB44d2479dc36f.
2021-05-31Refactor: DRW Mesh Extractor: Join the extractors in a same loopJeroen Bakker
This patch replaces / redoes the entire MeshExtractors system. Although they were useful and facilitated the addition of new buffers, they made it difficult to control the threads and added a lot of threading overhead. Part of the problem was in traversing the same loop type in different threads. The concurrent access of the BMesh Elements slowed the reading. This patch simplifies the use of threads by merging all the old callbacks from the extracts into a single series of iteration functions. The type of extraction can be chosen using flags. This optimized the process by around 34%. Initial idea and implementation By @mano-wii. Fine-tuning, cleanup by @atmind. MASTER: large_mesh_editing: - rdata 9ms iter 50ms (frame 155ms) - Average: 6.462874 FPS PATCH: large_mesh_editing: - rdata 9ms iter 34ms (frame 136ms) - Average: 7.379491 FPS Differential Revision: https://developer.blender.org/D11425
2021-05-31Fix T88456: DrawManager: Keep subset RenderMeshData around when geometry ↵Jeroen Bakker
does not change. Reuse loose geometry during selection (and other operations) from previous calculation. Loose geometry stays the same, but was recalculated to determine the size of GPU buffers. This patch would reuse the previous loose geometry when geometry wasn't changed. Although not the main bottleneck during selection it is measurable. Master. `rdata 46ms iter 55ms (frame 410ms)` This patch. `rdata 5ms iter 52ms (frame 342ms)` Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11339
2021-05-28Merge branch 'blender-v2.93-release'Clément Foucault
2021-05-28EEVEE: Fix NaN caused by ensure_valid_reflection()Clément Foucault
This was caused by unsafe sqrt calls. Fixes T86578 white artifacts in EEVEE Reviewed By: brecht, dfelinto Differential Revision: https://developer.blender.org/D11428
2021-05-28DrawManager: Early return for buffer cache creationGermano Cavalcante
No real functional changes. This is useful for benchmark cases when `cache->uv_cage` is passed but has no buffers are requested.
2021-05-28DrawManager: Use Compute Shader to Update Hair.Jeroen Bakker
This patch will use compute shaders to create the VBO for hair. The previous implementation uses transform feedback. Timings before: between 0.000069s and 0.000362s. Timings after: between 0.000032s and 0.000092s. Speedup isn't noticeable by end-users. The patch is used to test the new compute shader pipeline and integrate it with the draw manager. Allowing EEVEE, Workbench and other draw engines to use compute shaders with the introduction of `DRW_shgroup_call_compute` and `DRW_shgroup_vertex_buffer`. Future improvements are possible by generating the index buffer of hair directly on the GPU. NOTE: that compute shaders aren't supported by Apple and still use the transform feedback workaround. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11057
2021-05-27Geometry Nodes: Draw curve data in the viewportHans Goudey
This patch adds relatively small changes to the curve draw cache implementation in order to draw the curve data in the viewport. The dependency graph iterator is also modified so that it iterates over the curve geometry component, which is presented to users as `Curve` data with a pointer to the `CurveEval` The idea with the spline data type in geometry nodes is that curve data itself is only the control points, and any evaluated data with faces is a mesh. That is mostly expected elsewhere in Blender anyway. This means it's only necessary to implement wire edge drawing of `CurveEval` data. Adding a `CurveEval` pointer to `Curve` is in line with changes I'd like to make in the future like using `CurveEval` in more places such as edit mode. An alternate solution involves converting the curve wire data to a mesh, however, that requires copying all of the data, and since avoiding it is rather simple and is in-line with future plans anyway, I think doing it this way is better. Differential Revision: https://developer.blender.org/D11351
2021-05-27Cleanup: Specify amount of buffers through preprocessor directivesGermano Cavalcante
2021-05-26Revert "DrawManager: Use Compute Shader to Update Hair."Jeroen Bakker
This reverts commit 8f9599d17e80254928d2d72081a4c7e0dee64038. Mac seems to have an error with this change. ``` ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src' ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src' ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1 ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2 ERROR: make: *** [all] Error 2 ```
2021-05-26DrawManager: Use Compute Shader to Update Hair.Jeroen Bakker
This patch will use compute shaders to create the VBO for hair. The previous implementation uses tranform feedback. Timings master (transform feedback with GPU_USAGE_STATIC between 0.000069s and 0.000362s Timings transform feedback with GPU_USAGE_DEVICE_ONLY. between 0.000057s and 0.000122s Timings compute shader between 0.000032 and 0.000092s Future improvements: * Generate hair Index buffer using compute shaders: currently done single threaded on CPU, easy to add as compute shader. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11057
2021-05-26GPU: Compute Pipeline.Jeroen Bakker
With the compute pipeline calculation can be offloaded to the GPU. This patch only adds the framework for compute. So no changes for users at this moment. NOTE: As this is an OpenGL4.3 feature it must always have a fallback. Use `GPU_compute_shader_support` to check if compute pipeline can be used. Check `gpu_shader_compute*` test cases for usage. This patch also adds support for shader storage buffer objects and device only vertex/index buffers. An alternative that had been discussed was adding this to the `GPUBatch`, this was eventually not chosen as it would lead to more code when used as part of a shading group. The idea is that we add an `eDRWCommandType` in the near future. Reviewed By: fclem Differential Revision: https://developer.blender.org/D10913
2021-05-25Cleanup: Fix short comparison with bool warningHans Goudey
For some reason the hide status is stored in a short and a char (we cannot have bools in DNA).
2021-05-25Blenlib: Explicit Colors.Jeroen Bakker
Colors are often thought of as being 4 values that make up that can make any color. But that is of course too limited. In C we didn’t spend time to annotate what we meant when using colors. Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to enforce annotating structures during compilation and can adds conversions between them using function overloading and explicit constructors. The storage structs can hold 4 channels (r, g, b and a). Usage: Convert a theme byte color to a linearrgb premultiplied. ``` ColorTheme4b theme_color; ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color = BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha(); ``` The API is structured to make most use of inlining. Most notable are space conversions done via `BLI_color_convert_to*` functions. - Conversions between spaces (theme <=> scene linear) should always be done by invoking the `BLI_color_convert_to*` methods. - Encoding colors (compressing to store colors inside a less precision storage) should be done by invoking the `encode` and `decode` methods. - Changing alpha association should be done by invoking `premultiply_alpha` or `unpremultiply_alpha` methods. # Encoding. Color encoding is used to store colors with less precision as in using `uint8_t` in stead of `float`. This encoding is supported for `eSpace::SceneLinear`. To make this clear to the developer the `eSpace::SceneLinearByteEncoded` space is added. # Precision Colors can be stored using `uint8_t` or `float` colors. The conversion between the two precisions are available as methods. (`to_4b` and `to_4f`). # Alpha conversion Alpha conversion is only supported in SceneLinear space. Extending: - This file can be extended with `ColorHex/Hsl/Hsv` for different representations of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>` - Add non RGB spaces/storages ColorXyz. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D10978
2021-05-25Revert "Blenlib: Explicit Colors."Jeroen Bakker
This reverts commit fd94e033446c72fb92048a9864c1d539fccde59a. does not compile against latest master.
2021-05-25Blenlib: Explicit Colors.Jeroen Bakker
Colors are often thought of as being 4 values that make up that can make any color. But that is of course too limited. In C we didn’t spend time to annotate what we meant when using colors. Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to enforce annotating structures during compilation and can adds conversions between them using function overloading and explicit constructors. The storage structs can hold 4 channels (r, g, b and a). Usage: Convert a theme byte color to a linearrgb premultiplied. ``` ColorTheme4b theme_color; ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color = BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha(); ``` The API is structured to make most use of inlining. Most notable are space conversions done via `BLI_color_convert_to*` functions. - Conversions between spaces (theme <=> scene linear) should always be done by invoking the `BLI_color_convert_to*` methods. - Encoding colors (compressing to store colors inside a less precision storage) should be done by invoking the `encode` and `decode` methods. - Changing alpha association should be done by invoking `premultiply_alpha` or `unpremultiply_alpha` methods. # Encoding. Color encoding is used to store colors with less precision as in using `uint8_t` in stead of `float`. This encoding is supported for `eSpace::SceneLinear`. To make this clear to the developer the `eSpace::SceneLinearByteEncoded` space is added. # Precision Colors can be stored using `uint8_t` or `float` colors. The conversion between the two precisions are available as methods. (`to_4b` and `to_4f`). # Alpha conversion Alpha conversion is only supported in SceneLinear space. Extending: - This file can be extended with `ColorHex/Hsl/Hsv` for different representations of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>` - Add non RGB spaces/storages ColorXyz. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D10978
2021-05-22Cleanup: Move curve draw cache implementation to C++Hans Goudey
I'd like to use this file to draw curves from geometry nodes, which would otherwise require implementing a C API. The changes in this commit are minimal, mostly just casts and changing to nullptr. Differential Revision: https://developer.blender.org/D11350
2021-05-20GPencil: Fix missing annotations in VSE stripAntonio Vazquez
Since version 2.80, the annotations of the Scene strip were not displayed in VSE. Also, the UI panel was`Grease Pencil` and must be `Annotation` The problem was the offscreen render hasn't evil_CTX and the section of the annotation was never called. Differential Revision: https://developer.blender.org/D11329
2021-05-19Materials: support changing materials during evaluationJacques Lucke
This commit allows that the evaluated geometry of an object has different materials from the original geometry. This is needed for geometry nodes. The main thing that changes for render engines and exporters is that the number of material slots on an object and its geometry might not match anymore. For original data, the slot counts are still equal, but not for evaluated data. Accessing material slots though rna stays the same. The behavior adapts automatically depending on whether the object is evaluated. When accessing materials of an object through `BKE_object_material_*` one has to use a new api for evaluated objects: `BKE_object_material_get_eval` and `BKE_object_material_count_eval`. In the future, the different behavior might be hidden behind a more general C api, but that would require quite a few more changes. The ground truth for the number of materials is the number of materials on the geometry now. This is important in the current design, because Eevee needs to know the number of materials just based on the mesh in `mesh_render_mat_len_get` and similar places. In a few places I had to add a special case for mesh edit mode to get it to work properly. This is unfortunate, but I don't see a way around that for now. Differential Revision: https://developer.blender.org/D11236
2021-05-05Merge branch 'blender-v2.93-release'Richard Antalik
2021-05-04DRW: Fix issue with batch reusing freed VBO indices.Clément Foucault
Some discard of vertbuf were not correctly followed by discards of the GPUBatches that were using them. This lead to a use-after-free situation where GPUBatches would reuse old VBO information. This did not crash immediatly because the VBO indices were cached by our VAO caching system. It kept working on some implementation because VBO reference in the VAO (probably) preventing the VBO from being freed by reference counting. This fixes T85977 NVidia: Random crashes in 'DrvPresentBuffers'